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War of the Damned v1.1

Contents

War of the Damned v1.1 (Map)

Level 7
Joined
May 6, 2005
Messages
390
Nice!

You should add an AI, and a thing that would improve it would be selection of Heroes by triggers. Oh, and nice to see my spell being used!
 
Level 8
Joined
Nov 27, 2004
Messages
251
thanks blade!
actually the hss is not by triggers , i converted to jass and cleared all the leaks.
well i decided to use your spell since that hero needed a such spell,so why i create one , when my friend already did :wink:

i might add vex's hss,but anyway.

..
the maps description is not that '6' but . . . at least i was able to upload it.


no one else has something to say ? :?:
 
Level 13
Joined
Dec 29, 2004
Messages
597
Hmm, first I must say that your map is good, I haven't checked all of spells, but seriously that’s my first impression. Ok, these are some points that I think should be improved:

Terrain
Terrain is pretty good, but it gives much lag in game. First you use too much waterfall, for god sake, remove many of them, they really give lag in game. Maybe they're beautiful at first time, but after play it 10 minutes, no one really care about them. I see you stack so many waterfalls at same place, I think it is really redundancy. If you wanna keep those waterfalls, try to stack them maximum 2 waterfalls. Don't place them really close to each other. I mean you can place them close to each other so you can create a big waterfall, but don't place it too close so they stack together.

That weather effect really annoying, why do you make it random? Sometimes there are snow rain, wind, bleh... If you really wanna add weather effect, use one weather only, I suggest rain, set it to appear rarely. Clear weather is the best one.

Why are you reaveal all of the map area? I think it's a bad idea, players cannot do ambush with their enemies. If you want that terrain to be visible to the palyer, you should reveal just some area using trigger. Or you can leave it like that, but remove hero indicator on minimap.

Units and Hero
Great, you use so much skin and models which will bring a brand new variation compared to another AOS. I haven't checked all of spells, just make sure you create a balance spells and create a strong character of the hero. Like, if you wanna make a mage hero, make it a mage, don't add Critical Strike ability to him. Create a proper hero based on its model and skin. Like, Crypt Lord should be a tank hero, Illidan should be an agile hero, some models that has an evil sense (chaos orc, foul creeps) should be on dark side. don't do DotA's lame mistakes.

Make another hero for next version, so there are plenty of hero that a player can choice. It will make them wanna play it again and again. Don't forget to make another cool spells. It don't need to be a hardcore coded spells, remember, players doesn't give a damn about the code, they just see spell's eye candy, spell's effect, and spell's uniqueness. Leaks are annoying though. :wink:

Gameplay
I think it will takes a damn long time, the tower has great hit points, but the enemy forces just have little attack damage. Anyway I like the new attack type and armor type of heroes for each side. I hope you make it more of them like elemental, dark, holy, fire, ice, lightning, poison, etc. An element has weak points against specific element.

Items, I haven't tried all of them, but all of the stores placed too far from each other. I suggest to place them near to each other, so it will be easy to purchase something (except for secret store, if any).

Hmm, why don't you add creeps unit on several empty area, it is so dull there are no creeps in such a huge area. I suggest to put one strongest creep who holds a great artifact which will dropped if it is dead. This artifact shouldn’t be sold by any store. And, add some secret store on some places.


Ok, I think those are my suggestion, too damn long eh? Well, your map leaks horribly, I don't know where, but it takes so much time just for exit program or quit game. Hope you will keep your map improved for next version so and so on. I have a feeling that this would be a great AOS map.
 
Level 7
Joined
May 6, 2005
Messages
390
Uhm, you don't have to use the hss, but the fact that you can't know which skills a hero have, so you haven't got a chance of chosing your favourite first time you play on B.net kind of sucks (sorry).
 
Level 8
Joined
Nov 27, 2004
Messages
251
thanks leopard.

_________________

already removed houndred of those waterfalls.


hero indicators are not gonna be removed , but i will make the terrain hidden.
will also lower tower hp and increase hero xp rate.
maybe i will add new attack types for units too.
but heros have new defense types if you didn see that.

the spell eye candy is important , but if it leaks it sux,my spells have eye candy ( i think )
and they dont leak a thing so . . .

and my map doesnt leak , it lags! but dont worry , i'll handle it.

i will add some creeps and about the heros, the only feeling i have that might be
something wrong is that Bloody Archmage. all of his spells create incredible amount of blood.
and i think he would be more like an undead or something.
also as you said the map has many skins and models and the size it ~800kb

__________________

coming with new version soon.

blade,surely i'll have something for the hss in that newer version but for now , i am far too lazy to work on it!
 
Level 13
Joined
Dec 29, 2004
Messages
597
i will add some creeps and about the heros, the only feeling i have that might be
something wrong is that Bloody Archmage. all of his spells create incredible amount of blood.
and i think he would be more like an undead or something.

I have Lord Necromancer skin maybe you wanna use it :D.

Anyway leaves the hero behind. I mean, first fix anything related to gameplay (item, creeps, system, terrain or anything). Then, you can slowly add new heroes for each version plus some lil update on gameplay, if needed. So, more version come up, more heroes there will be. It will be attracting people to play it and play it again.
 
Level 5
Joined
May 2, 2005
Messages
40
Crypt lord's(Zombi Insect) passive ability impale wave or whatever it is caleld is working against him instead of enemies it stuns me and my firends please fix that.

Terrain art is nice but this map has no new thing in it we have a ..kng dota already why create another one nearly same art with dota alot of custom abilties with new heros,skills same 3 direction

I liked the item abilites. your map has much tings to do with items sometimes it changes hero.. but sometimes it can be abivous I cant imagine a zombi insect with working wave and life steal as an example.

However you must have been worked on this project too much at least for terrain and spells are hard things to imagine/creating ect..

I personally dont think that any other dota style AOS map will be played on b.net expect Dota itself and its new versions. People must create a difference

good work mate hope to see this map improoved.
 
Level 8
Joined
Nov 27, 2004
Messages
251
Code:
________________________________________
Version 1.1

2 October 2005
________________________________________

-- General Bug Fixes --

* Items
* Hero spells
* Terrain ones ( units stuck at severe places )



-- Detailed Bug fixes --

* Fixed bug with 'Inner Rage' ( zombie insect - undead ) | causing weird effects when the hero dies under the effect of this ability |
* Fixed bug with 'Impaling Wave' ( zombie insect - undead ) | not working at all,sometimes stun allies instead of enemies. |
* Fixed bug with 'Plague of the damned' ( priest of the damned - undead ) |was dealing damage only to buildings |
* Fixed bug with 'Whirlwind' ( dreadwalker assassin - undead ) | dealing low damage |
* Fixed bug with the player gold during hero death | gold was substracted to allies,all of their gold,sometimes could happen |

-- Improvements --

- Removed houndreds of waterfalls. they caused lots of lag ( thanks leopard )
- Improved performance of 'Shockwave' ( thunder lord - human )
- Improved performance of 'Lightning Rage' ( thunder lord - human )
- Improved performance of 'Power Bolt' ( hersir - human )
- Improved performance of 'Tsounami' ( naga destroyer - human )
- Fixed some small leaks on 'Holy' ( lightbringer - human )


-- Changes --

- Removed 'Mark of chaos' from Demon Lord ( undead ) and added 'Forked Chaos'
- Changed model of the melee undead spawn.
- Changed model of the undead towers.
- Added Creeps allover the map.


-- Balance Issues --

- Lowered tower hit points.
- Changed hero damage on both human and undead.
 
Level 7
Joined
May 6, 2005
Messages
390
Nice update!

But you need an AI. If you want me to make it you can PM me.

Oh, and as a reply to the first post by you here, Jass is as much triggers as the GUI are, seriously.

Good job!
 
Level 8
Joined
Nov 27, 2004
Messages
251
ok blade if you feel you can make an AI for aos then i'll give you the map.we will talk later ( through pm )

since i have been asked . . .
__________________________________________________________

HERE ARE THE TRIGGER AND OBJECT EDITOR DATA FROM THE MAP
__________________________________________________________

I removed vexorian's caster system from the custom script because he doesnt want it distributed like that.

http://mercury.walagata.com/w/nantuko_husk/WarOfTheDamned_1.1_Trigger_Data.zip
http://mercury.walagata.com/w/nantuko_husk/WarOfTheDamned_1.1_ObjData.zip



PS : their format is in *.zip since i've been told MAC doesnt support *.rar

also there is a rar file i made with screenshots,were supposed to be on my sig as an animation,who knows i may still make it. . .

http://mercury.walagata.com/w/nantuko_husk/Screenies.rar


*cheers*
 
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